Remove the cTele mutation

Since cTele is to be changed to be an active ability on items - it
shouldn't remain as a passive mutation. Zotdef characters still keep
their intrinsic cTele.
Make the ring of teleport control's effect evokable instead of passive

Making it require investment in evocations to use as well as a turn to
activate adds a little more thought to the process of using it.
End teleport control duration after a controlled blink or teleport

For blinking this prevents cheap chaining of semicontrolled blinks. For
teleportation it won't have so much of an effect but is consistent.
Make controlled teleports take longer to go off

The delay also kicks in if cTele is gained while a teleport is active.
Could do with a better message, possibly.
Update descriptions for cTele changes
Don't let Xom revert banishment due to distortion unwield.

It was spoily that you can wait until Xom is happy before unwielding if
you want to avoid the Abyss.  The converse is also true, although in an
emergency waiting for a mood change is not exactly viable -- though you
could at least gauge your chances of succeeding.

Are there other ways of banishment that Xom shouldn't interfere with?
Move a couple of vaults from incorrect files to correct files.

This also adds an ORIENT: tag to one particularly large vault.
A couple of vault fixes and tweaks.

Mostly syntactical, but it fixes some unintended bugs with a monster in
grunt_crypt_end_deaths_head and removes a couple of Abyss-specific
monsters from a non-Abyss vault.
Open the 0.13 vault season like a pillowcase!!!

The focus this time is Zot entries (aka dungeon ending vaults), in
celebration of the tune-ups to D:27 generation; this includes seven
vaults exclusively for that purpose and one primary vault that can also
act as a Zot ending.

Also here are a Snake ending and three more entries for the
grunt_ministairs series.
Fix wear-ID of ring of poison resistance (rPois) from mephitic clouds
Don't require juggling to wear-ID delayed-action jewellery like SInv and resists

This was mostly a formality for SInv, where there would be plenty of
time to do the juggling. For the others it might actually have
presented some difficulty, but mostly of a very tedious sort.

(This will be especially useful for octopodes.)
Allow more than one branch entrance on same level
Add short_text for a few statuses, record many more statuses in milestones/logfiles.

Almost all the durations/statuses that currently have text defined are now
recorded in milestones/logfiles. The exceptions are things that are redundant
or otherwise uninteresting.
Reduce the size of some spiders and their zombies.

A wolf spider shouldn't be bigger than a wolf or a human, so +1 -> 0.
Emperor scorpion: +3 -> +2.

Seriously, though... these should be -2..-1 for the largest species, I'd
say.  Even a giant spider would be massively scary at that size (compared
to RL spiders being no larger than a hand).  What else are we going to
add, cybernetic legs?
Implement other planned changes for zombie sizes.
Use FixedBitArray instead of large arrays of bools.

The only cost is having assignments be a function, as you can't overload
operator[] to have separate bits be lvalues.
Make emperor scorpions ridiculously large again, so they tear webs.

D&D size system FTL.
Fix a possible infinite loop when dumping.

If all messages in the buffer are not "dumpworthy" (MSGCH_EQUIPMENT,
MSGCH_DIAGNOSTICS or MSGCH_TUTORIAL), it'll spin forever.

This commit also removes such racism if the dump happens during a crash:
we do want to see debug output.
Large abyssal terrain layout
Forest ProceduralLayout